| Microsoft DirectX 8.1 (Visual Basic) | 
Returns an indexed blended mesh.
object.ConvertToIndexedBlendedMesh( _ 
    Options As Long, _ 
    AdjacencyIn As Any, _ 
    PaletteSize As Long, _ 
    AdjacencyOut As Any, _ 
    RetNumBoneCombinations As Long, _ 
    RetBoneCombinationTable As D3DXBuffer, _
    pFaceRemap As Any, _ 
    VertexRemap As D3DXBuffer) As D3DXMesh
Returns a D3DXMesh object, representing the blended mesh.
If the method fails, an error is raised and Err.Number can be set to E_OUTOFMEMORY or D3DXERR_INVALIDMESH.
For information on trapping errors, see the Microsoft® Visual Basic® Error Handling topic.
This method takes a skin mesh and converts it into an indexed blended mesh using the Microsoft® Direct3D® indexed vertex blending functionality. Indexed vertex blending uses indices to index into a matrix palette. For more information, see Geometry Blending. Converting a skin mesh into an indexed blended mesh enables you to render the mesh in a single drawing call.
The following code fragment shows how to use a D3DXBuffer object to pass adjacency information.
Dim Opts As Long
Dim D3DXbAdjacencyIn As D3DXBuffer
Dim PalSize as Long
Dim D3DXbAdjacencyOut As Any
Dim NumBC As Long
Dim RetTable As D3DXBuffer
' This code fragment assumes that all arguments
' have been properly initialized.
Call D3DX8.ConvertToIndexedBlendedMesh(Opts, ByVal D3DXbAdjacencyIn.GetBufferPointer, _
                                       PalSize, D3DXbAdjacencyOut, NumBC, RetTable )